Commit graph

1114 commits

Author SHA1 Message Date
Simon Howard
f21c24de36 levels: Swap DM15 and DM24.
DM24 has a secret exit, which causes the level to reset as it's not a
level that is supposed to have a secret exit. Swap it with DM15 so that
the levels progress through the MAP31/MAP32 secret levels.
This fixes #29.
2014-01-12 03:56:49 +00:00
Protox
fc2f648ac7 levels: Update DM16.
This was supposed to be in my previous commit but I accidentally
missed it out.
2014-01-12 02:46:36 +00:00
Protox
42fb083f18 levels: Add new deathmatch levels.
These new FreeDM levels fill all of the remaining slots.
2014-01-12 02:45:14 +00:00
Luiz Henrique Gasparin Jerônimo
1d44a9d1fd levels: Update FreeDM levels.
This adds detailing and other improvements to the existing FreeDM
levels.
2014-01-12 02:29:37 +00:00
Simon Howard
68b321a948 music: Add music for FreeDM levels.
As part of #10, link in some music tracks to fit FreeDM's levels,
using some of the currently-unused MIDI tracks in the tree. The
choices are made based on my own subjective opinion to try to fit
the levels we have.

DM17 is still missing music, and there is no music for the empty
level slots. Generally, the best music tracks have been used for
the early levels and the later ones are not as good. There's still
a lot of room for improvement.
2014-01-12 01:04:44 +00:00
Simon Howard
fbd8497d7d freedm: Swap DM01/DM02.
The layout of (the current) DM02 resembles a popular deathmatch level
and is therefore good as an opening map.
2014-01-11 23:46:03 +00:00
Simon Howard
bc5ade0f33 textgen: Fix config file path.
My earlier commit added the wrong config file paths for the dehacked
lumps, which broke the build.
2014-01-11 23:22:05 +00:00
Simon Howard
5469cd9c11 graphics: Remove unfinished map graphics.
We have had these graphics for a long time but they were never
finished and look ugly. For consistency, remove them and just use
the normal INTERPIC graphics for all the intermission screens.
2014-01-11 23:16:57 +00:00
Simon Howard
affe9b53a1 graphics: Rename title screen.
By popular vote[1] on Doomworld we are ditching the "Ultimate" name
for Freedoom 1; the two IWADs are now named "Freedoom: Phase 1" and
"Freedoom: Phase 2". Rework the title screen to incorporate the logo
from the menu, and add a matching logo for FreeDM.

[1] http://www.doomworld.com/vb/freedoom/66855-renaming
2014-01-11 22:39:09 +00:00
Simon Howard
ec9dcdd073 dehacked: Add dehacked file for FreeDM.
FreeDM has different levels and therefore needs a different BEX
patch to the main project. Update the text generator to generate the
level name graphics for FreeDM based on the new BEX file.
2014-01-10 03:23:33 +00:00
Catoptromancy
51ac17358b levels: new map32 level
Level was uploaded to idgames in 2012. It's a super-hard Hell
Revealed-style level, appropriate for the super-secret level.
2014-01-07 23:10:22 -08:00
Mike Swanson
54a3724730 levels: unlink map24.wad
Duplicate level of E2M2, all levels should be unique.
2014-01-07 23:06:56 -08:00
Simon Howard
647dc533a0 musics: Separate out configuration for FreeDM.
FreeDM's levels should have different music to Freedoom (#10). Look
for MIDI files named D_DM?? to use for the levels.

For now this unfortunately means that the FreeDM levels are currently
lacking any music, as they're now all using the dummy (empty) MIDI
file. But hopefully that can be remedied soon ...
2014-01-08 04:37:41 +00:00
Simon Howard
b1589b05d9 graphics: Build level name graphics for FreeDM.
First stab at fixing #11. Generate DMWILV* lumps containing FreeDM
level names, and include these in the IWAD as the CWILV* lumps
as appropriate.
2014-01-08 04:36:35 +00:00
Mike Swanson
65eec022ea Build separate Zips for doom/doom2 and FreeDM
Consensus shows that the change in
2014-01-07T06:34:47Z!mikeonthecomputer@gmail.com was a bit too
extreme. Keep FreeDM as its own special thing, being much more focused
on multiplayer than the other IWADs, as well as being the
vanilla-compatible IWAD.
2014-01-07 17:45:41 -08:00
Mike Swanson
2912bd1ca1 Makefile: don't error out with rmdir failures
rmdir exits with an error status if a directory doesn't exist or is
non-empty. Let's tell make to ignore such things from it.
2014-01-07 07:07:19 -08:00
Mike Swanson
193d844236 Remove PWAD references in BUILD-SYSTEM and minor touchups 2014-01-07 05:32:58 -08:00
Mike Swanson
bfb95753bd Stop building resource PWADs and "make dist" generates a single Zip
The resource PWADs have been around for a very long time and dated
from before Freedoom was capable of running as a complete IWAD on its
own. Few people ever cared about these files, as evident by a lack of
reports about freedoom_levels.wad not even being correct.

Additionally, the separate Zips for each IWAD is gone. With that,
Freedoom will be distributed as a single Zip file only that includes
all of the subprojects.
2014-01-06 22:34:47 -08:00
Mike Swanson
683169965f Generate required directories from make
No longer keep these around via an empty .gitignore hack.
2014-01-06 21:51:17 -08:00
Mike Swanson
c47a48975e Remove .gitignore from the contents of a .gitignore 2014-01-06 21:33:41 -08:00
Mike Swanson
62e0b833a9 Update copyright dates in the Makefile 2014-01-06 21:26:12 -08:00
Mike Swanson
89d8cf07f6 music: add some new tracks from Ralphis 2014-01-06 14:52:14 -08:00
Miguel Suarez Gomez
08887574ca levels: map15 2014-01-06 update from Z0k
-Added more medikits only for skill Easy and Medium.

-Moved the Supershotgun that can be found in the left outside part of
the base, now its moved where the 2 chaingunners came down from the
lift.

-Moved the secret rocket launcher where the supershotgun was found
before, this because i consider rocket launcher being helpful for this
map and keeping in secret (in a secret lift where the 2 chaingunners
came down from the lift) was kinda hard for some players.

-Added Plasmagun as secret, can be found now where the rocket launcher
was found previously.

-Added BFG9000 as secret, can be only found on the secret exit.

-Added Megasphere as secret, can be only found on the right side of the
secret wall where some enemies came out.

-Change the texture of the secret walls near of the exit, which such
walls lead to the secret teleporter for the secret exit.

-Made some changes to enemies, and added back the "hard part" of the map
only for skill 4 (hard) this mean:

*the hell knight which teleported is back.
*chaingunners are back on the red key zone
*revenant is back on the left side of the base where player can find
*the rocket launcher.
*hell knight pair is back after players hit the swicht on the toxic
tower zone and head back to main zone.
*chaingunners at start are back.
*chaingunners near of the imp are back.
*Revenant on the small storage room is back.
*hell knight where player plays with the swicht (and can find the secret
swicht) is back
Only those monsters will appear on Skill4 (hard) as Cato pointed out.
newbs shouldnt be playing harder difficult skill at start.

-made some changes on enemy flags: some monsters will appear on skill
1-3.

DW: http://www.doomworld.com/vb/post/1228815
Signed-off-by: RjY <rjy@users.sourceforge.net>
2014-01-06 21:10:40 +00:00
Mike Swanson
3717e52c97 BUILD-SYSTEM: Update for newer AsciiDoc table syntax and box chars
Also remove references to doom1.wad which is no longer built.
2014-01-04 05:46:08 -08:00
Mike Swanson
ed850290de Update version to v0.8 2014-01-01 15:13:01 -08:00
Mike Swanson
c24337a00d Change Freedoom URL to GitHub 2014-01-01 15:01:46 -08:00
Simon Howard
813bd24655 dehacked: Add par time for MAP19.
Playthrough time for current version of MAP19 by Catoptromancy.
2014-01-01 02:44:41 +00:00
Simon Howard
5e37faf12f dehacked: Fix [strings].
Oops. Boom's dehacked parser requires an empty line to end the [pars]
section, otherwise the entire following section is interpreted as
par time instructions.
2014-01-01 01:48:09 +00:00
Simon Howard
950602dc4a dehacked: Add par times.
These are based on Catoptromancy's playthrough demos for the current
levels and (where not yet available) his older demos for the 0.7
release.
2014-01-01 01:41:25 +00:00
Mike Swanson
8ced156f93 Makefile: Fix building with GNU Make 3.82 (thanks Catoptromancy) 2013-12-31 17:04:21 -08:00
Mike Swanson
4619f5a4de Makefile: dist target works again
For now, Make is dependent on being run inside of the git repository,
at least if something like `make VERSION=3.14` isn't used. Will be
nice in the future if it can read from the VERSION file as a fallback.
2013-12-31 01:51:20 -08:00
Mike Swanson
b7b59b7ea1 Remove ChangeLog and NEWS
These files are tedious to maintain and pretty much redundant in the
age of git.
2013-12-31 01:31:11 -08:00
Mike Swanson
91f9958163 Rename BUILD-SYSTEM to *.asc and fix the make doc target.
Adding the file extension makes it all pretty on GitHub.
2013-12-31 01:00:19 -08:00
Mike Swanson
c3eccf5021 README: Reflect the project's actual methods
When I wrote the README before, I was basically demanding the use of
Git's signed-off messages, which is just wrong-headed. Also change the
example commit so it uses an action stamp, no more hard dependency on
a sha1 identifier that may change if the repository is rewritten (has
happened) or moved to another VCS (has happened, also); additionally,
it's just a better example commit to use. :-)

Remove the "Build system" section which encouraged a "Do Not Touch"
philosophy which is also wrong-headed. Any change for improvement is
self-evident: should not tell people to not bother without explaining
themselves.

Also, rename the file so GitHub renders it nicely.
2013-12-31 00:16:20 -08:00
Catoptromancy
71d7922528 lumps: Record new Boom 2.02 demos for Doom 1 and 2. 2013-12-30 15:17:22 -08:00
Simon Howard
04e3c071a1 dehacked: Add name for E1M6.
This gives us a full set of level names for episode 1.
2013-12-30 22:57:01 +00:00
Simon Howard
9e88cc4466 text: Add freedoom.bex as build dependency.
The text must be rebuilt if the contents of the Dehacked file
change, as level names are imported from it.
2013-12-30 22:39:58 +00:00
Simon Howard
54d41e44ee dehacked: Add level names.
These are some initial level names based on discussion on the Doomworld
Freedoom forum thread found here:
http://www.doomworld.com/vb/freedoom/66592-lets-name-freedooms-levels/
2013-12-30 22:36:52 +00:00
Simon Howard
17e44757cb dehacked: Add intermission text screens.
This replaces the default text screens with text screens more
relevant to Freedoom's level progression. The Double Impact end
text screen is imported in a modified form, and the episode 1-3
text screens ought to be considered temporary.
2013-12-30 22:32:13 +00:00
Simon Howard
90fed22627 colormaps: Generate colormaps programatically.
This replaces the statically generated colormaps with equivalent
colormap lumps that are generated by the colormap.py script (which now
has parameters to control the generated colormap).
2013-12-22 17:07:17 +00:00
RjY
301ad35237 graphics/text: set -colorize alpha channel blend percentage to zero
Give a fourth channel blend percentage of zero so that the alpha channel
of the default fill colour (fully opaque black) is ignored. This fixes
the blue menu titles (skill, episode etc.) having black backgrounds.

The use of -colorize here blends 100% of the default fill colour (black)
into one or more channels of a greyscale image. Mixing in 100% black is
equivalent to nullifying the channel by setting it to zero, e.g. red
text is achieved by mixing 100% black into the green and blue channels.

It turns out, when passed more than one value (to affect all channels by
that percentage equally), -colorize looks for _four_ separate channel
values (RGB and alpha). If fewer are given, the missing ones inherit the
blend percentage of the first channel (red).

For red and white there is no effect, as the red channel is left alone.
But blue blends 100% of the red channel (thus, unwittingly, the alpha
channel) of fully opaque black into the image, making it fully opaque...
2013-12-20 16:06:55 +00:00
RjY
2aaad3eea8 Merge branch 'double_impact'
Conflicts:
	graphics/text/config.py
	lumps/fraggle/freedoom.bex
2013-12-18 12:20:45 +00:00
RjY
3d464fd265 patches/textures: replacement E4 starry sky for Double Impact
Double Impact's original sky texture is derived from an image with
unknown copyright restrictions (see [1]). Construct a replacement from
an image of the globular cluster M80 from the Hubble Space Telescope
(Credits: NASA; public domain; sources [2] [3]) and a random starfield
image generated by ImageMagick (adapted from [4])

Note the original's "dark sky with bright shadow-casting light source"
effect which was built into the maps - this replacement is carefully
tuned to preserve that effect (as any improvement should also do).

[1] http://www.doomworld.com/vb/post/1222877
[2] http://en.wikipedia.org/wiki/File:A_Swarm_of_Ancient_Stars_-_GPN-2000-000930.jpg
[3] http://grin.hq.nasa.gov/ABSTRACTS/GPN-2000-000930.html
[4] http://www.imagemagick.org/Usage/advanced/#stars

Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-12-18 08:02:21 +00:00
Miguel Suarez Gomez
491997d6c1 levels: E1M5 2013-12-15 update by Z0k
-moved an imp that was stuck on a console panel near of the swicht,
preveting the imp for moving futher.

-Size of the columns that hold tech pillar now are reduced, this for
preveting player getting stuck in middle of them

-Added 2 to 5 % damage to the acid pit of the tech pillars

-Added a new teleporter on the red key zone to reach the swicht that
open the door of the exit, this to help the player who dont know that
the teleporters where monsters come out are teleporters they can use. so
players can use both teleporters, one which is useful as shortcut to end
the level quickly and the other to keep the way of the level delevop

[ RjY: changes to submitted version:
  - remove spurious dehacked lump (cf. commit 618b444049)
  - set passuse flag on lines 1795, 1800, and 1806, so the lift can be
    operated from below, and the door opened from above ]

DW: http://www.doomworld.com/vb/post/1222853
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-12-16 08:33:50 +00:00
RjY
30464a1204 graphics/text: run ImageMagick only once per generated image
- factor out command line generation: a new function _make_command_line
  returns most of the command line for a transparent image rendering.

- Callers render_transparent_text and render_text append the output
  filename and extra imagemagick options to colour the background as
  needed. This means imagemagick is only called once per generated
  image, which makes the process considerably faster.

- This also works around a bug in the current version of imagemagick in
  Debian sid, which caused single-character graphics (e.g. winum*) to be
  generated with a black background.

DW: http://www.doomworld.com/vb/post/1221810
Acked-by: Simon Howard <fraggle@gmail.com>
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-12-15 07:30:47 +00:00
Simon Howard
2b49e3eabc textgen: Strip map number from level name graphics.
The level name shown in the automap should be in the form:
"ExMy: Level Name" but for the intermission screen graphics we just
want "Level Name". Strip the leading level name if it is present.
2013-12-14 20:14:20 -05:00
Simon Howard
1891b5e40b textgen: Set level names from DEHACKED lump.
Use the DEHACKED lump as a source of truth for level names, and set
the textgen configuration accordingly. Make the current level names
in the DEHACKED lump upper case so that the current ExMy/MAPxy names
look correct.
2013-12-14 16:34:01 -05:00
RjY
2ed9548ca3 levels: E2M5: fix monster teleporter
The trigger sector 94 lowers its floor to a height of 40; the adjacent
holding sector 100 has a height of 72, so if the imps don't catch the
lift as it passes, they get stuck and never teleport out.
2013-12-12 12:25:51 +00:00
Miguel Suarez Gomez
1eb6918d82 levels: new E2M5 from Z0k
[ RjY: changes to submitted version:
- increase gap between pile of crates (sector 256 etc.) and nearby
  walls, to prevent player getting stuck
- set passuse flag on lines 75, 208, 288, and 1320 to stop them blocking
  doors (lines 72, 1348) from being opened
- move monster teleporters so monsters don't have to walk away from
  player to teleport, to prevent excessively long teleport times ]

DW: http://www.doomworld.com/vb/post/1221430
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-12-12 06:41:11 +00:00
RjY
85a2eb44e2 text/dehacked: Double Impact map names, E4 episode title 2013-12-10 15:46:00 +00:00